12.03.2008

Rumble and Grumble

This last tuesday's gaming night I pulled some tanks together and ran an Armored Company list.  Here's the list:

Command Tank: Leman Russ w/various options
Troops: 2xLeman Russ w/various options
Heavy Support: 3xDemolishers w/various options
Fast Attack: 2xHellhounds
Fast Attack: Squad of 2 Sentinels w/Autocannon
Inquisitor Lord w/3 Warrior Henchmen (1 melta, 2 plas)
1 Callidus Assassin

The plan is to pound the enemy line with the tanks, root out squads hiding in cover with the hellhounds, and outflank with the sentinels to get side or rear shots on enemy armor.  The inquisitor lord and his melta/plas followers would hang around the main body of tanks and provide targeted close range fire support to finish off what couldn't be killed by the templates, while the assassin provides a crucial first turn bunch-up of troops in addition to assaulting any targets that might present themselves.

I rolled up against my friend's Dark Angel Deathwing Army.  He was rolling with a Land Raider Crusader, Belial, 3 Terminator squads, 2 Dreadnoughts, and a Devastator Squad with plasma cannons.

We rolled Annhilation, so my lack of scoring units wasn't a factor. As the battle progressed it became a standout example of how vehicles in general, and imperial guard vehicles specifically have been affected by 5th edition. Here are some highlights:
  • Defensive Weapons - It's only defensive if its strength four or less.  This means all those heavy bolter sponsons are basically useless.  In fourth when you were forced to move you could just unload with your bolters, now you're stuck to just firing one when you move.
  • Close Combat - Vehicles that have AV10 in the rear die in close combat.  It doesn't matter if you moved twelve inches and your opponent hits on a 6.  Any MEQ unit is capable of generating a glancing hit or two, and a squad of terminators is more than capable of putting the hurt on.  Your vehicle might only get glanced, but it's almost a sure thing that you won't be shooting or moving in the next turn, and then the squad that's attacking hits automatically.
  • AV14 is king. Even with strength nine and ten weapons there's a good chance you won't destroy your target.  And unlike with Hand-to-Hand your chance to kill a stationary vehicle with shooting doesn't get better.
  • Ballistic skill does help your ordinance, but not that much.  Pulling your shot back to center when it scatters is nice, but you're still going to completely miss your target most of the time.
I still think Armored Company is viable in 5th Ed (See post on BellofLostSouls).  However, I thin they need to be treated like a gunline army.  They need some solid counter-assault units that can screen and clear dangerous units that are trying to close with them.  My nomination for this role will be Grey Knights.  Demolishers are just as good as as standard battle tank, and just the same cost, too, so I'd throw in the Seige Doctrine to get those guys as troops. Without pointing it up here's what the modified list would look like:
Command Chimera, 3 Demolishers, Inquisitor w/3 warriors and 3 acolytes with combi/plasma weapons and a Land Raider, Assassin, 2 squads of Grey Knights.  If there are any points left over they would be spent on basilisks, sentinels, and hellhounds.

I'd be curious to try this list out, since I think it could perform well against a variety opponents.

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